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(12-29-2014, 01:47 AM)Never_Is_Here Wrote: Maybe it's time for Pcsx4, The new console is a lot like PC, with x-86 chips and AMD graphics processors. Compare to last gen, it would be relatively easy to make an emulator for PS4/xbox one compared to PS3/360.
What about the raw power needed to emulate them
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What about implementing mip-mapping for Hardware mode?
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Needs a complete rewrite of the plugin... Nobody wants to do that.
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12-30-2014, 06:34 AM
(This post was last modified: 12-30-2014, 06:35 AM by ssakash.)
(12-30-2014, 12:05 AM)DarkSuper Wrote: What about implementing mip-mapping for Hardware mode?
implementing mip-mapping will help in games like Ratchet & Clank, Jak and Daxter but, as willuker said, it requires a complete re-write of the plugin, which is quite a long work.
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(12-30-2014, 06:38 AM)Nobbs66 Wrote: I don't think it will help with Jak. I believe that game mostly relies on having a proper texture cache instead of the hacky/fast version we have now. Ace Combat also uses mip mapping for the ground textures.
Jak and Dexter also rely on mip mapping for some textures, that's why we use software mode to fix some graphical errors of the game.
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Someone mentioned that "pcsx2 achieved 95% playability" okay, but most of those games have graphical bugs while running upscaled, some more, some less and that should be resolved first imho.
Also optimizing pcsx2 to run well on different specs systems (implementing standard fullscreen instead of windowed borderless and relying on windows vsync) and working on outdated gsdx plugin should be priority (again lots of graphical bugs, black lines etc.)
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Issues with upscaling != bugs. Fixing accuracy issues with the VU recompilers would be my choice of work